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Society research

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.1.

This article is for the PC version of Stellaris only.

Society Research Society research area is composed mainly of the fields: Biology.png Biology, Military Theory.png Military Theory, New Worlds.png New Worlds and Statecraft.png Statecraft. It also includes, to a lesser extent, the Psionics.png Psionics field.

The area provides access to several key points, including: terraforming capabilities, strategic resources reveal, uplift capabilities, genetic modification capabilities, new armies, improved food and unity production, and more.

Contents

Main effectsEdit

A scientist with an expertise in any of these fields will be of benefit in this area enabling fast access to their field's main effects (displayed below).

Field Focus Description
  Biology
  •   Society producing buildings
  •   Food producing buildings
  •   Growth speed
  •   Strategic resources reveal
  •   New armies
  •   Genetic modification capabilities
  •   Gene modification points
  •   Leader lifespan modifiers
  •   Food modifiers
The science of life, in its many forms and complexities.
  Military Theory
  •   Defensive buildings
  •   Increased fleet command limit
  •   Increased naval capacity
  •   Reduced ship and army upkeep
  •   Reduced claim influence cost
  •   Reduced war exhaustion gain
  •   Ship and army modifiers
The art of war and its many important aspects.
  New Worlds
  •   Increased starbase capacity
  •   Increased core sector systems
  •   Tile block removals
  •   Terraforming capabilities
  •   Terraforming resources reveal
  •   Increased energy storage capacity
  •   Increased habitability
Colonization protocols and pioneer training.
  Statecraft
  •   Increased influence
  •   Increased unity
  •   Increased leader capacity and pool size
  •   Base resources producing buildings
  •   Influence and unity producing buildings
  •   Edict modifiers
  •   Leader recruitment cost modifiers
The art of building a successful society.
  Psionics
  •   Increased unity
  •   Strategic resources reveal
  •   Advanced ship components
  •   Improved FTL capabilities (jump drive)
Mind over matter.

Note: The table is a summary of the most prominent fields and of their effects within the area. This is not an inclusive list.

Table usageEdit

Legend indicators:

  • Colors: Starter , Acquisition , Rare , Dangerous , Repeatable .
  • Icons:   Armies / Attachments ,   Buildings ,   Components ,   Edicts / Policies ,   Feature unlock ,   Starbase,   Resources ,   Ship / Station class .

Notes:

  1. The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
  2. If a tech has been available as a research option in the as part of the last choice then its (total) weight will be halved in the coming choice.
  3. The table denotes the base cost of a tech. Actual in-game tech cost will scale with the empire's size (number of colonized planets and population).
  4. To research techs of higher tiers it is first needed to acquire 8 techs of the preceding tier.
  5. Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
  6. Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.) click on the accompanying icon.

List of society technologiesEdit

Technology C Cost T Effects Prerequisites Weight & Modifiers Description
  Hydroponics     Hydroponics Farm I Large-scale hydroponics farms producing nutrient-rich produce helps sustain a growing population while minimizing negative environmental impact.
  Biodiversity Studies   500 1   Biolab I Base: 100
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   biology.
Studying the different forms of life that appear on our world helps us better understand ourselves and the life that surrounds us.
  Eco Simulation   500 1
  •   Hydroponics Farm II
  •   Farming Subsidies
  •   Hydroponics
  •    Machine Intelligence
Base: 100
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
Hydroponics techniques can be further developed by creating farms with unique atmospheres, simulating different eco systems. This allows for the production of food with higher levels of nutrients.
  Genome Mapping   500 1   +10% Growth speed
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 150
Modifiers
  • 1.25x if   hive mind.
  • 1.25x if scientist expertise is   biology.
  • 1.25x if adopted   Supremacy tradition tree.
Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies.
  Genetic Healthcare   750 1   Gene Clinic
  •   Genome Mapping
  •   New Worlds Protocol
  •    Machine Intelligence
Base: 190
Modifiers
  • 1.25x if scientist expertise is   biology.
  • 1.25x if adopted   Harmony tradition tree.
The colonization of alien worlds has opened up an entirely new field of biomedical research.
  Xenology   750 1   Alien Zoo   Resource exists on an owned planet Base: 95
Modifiers
  • 3x if   fanatic xenophile.
  • 2x if   xenophile.
  • 1.25x if scientist expertise is   biology.
Studying the fauna of other worlds gives insight into alien behaviors, allowing us to identify and domesticate docile entities.
  Frequency Tuning   1000 1   Energy Siphon   Debris analysis outcome (Tiyanki) Adapting the Tiyanki method of siphoning energy from gaseous matter, it is possible to construct weapons draining energy from enemy ships.
  Adaptive Combat Algorithms   2000 2   Battle Frame Army
  •   Colonial Bureaucracy
  •   Machine Intelligence
Base: 112.5
Modifiers
  • 1.25x if scientist expertise is   biology.
Organics often fight using illogical and unpredictable tactics that can be difficult to effectively counter. Adaptive tactics and new, more maneuverable warforms should provide a decisive advantage.
  Cloning   2000 2   +10% Growth speed
  •   Genome Mapping
  •   If   Machine Intelligence requires   Driven Assimilator
Base: 112.5
Modifiers
  • 1.25x if   hive mind.
  • 1.25x if scientist expertise is   biology.
  • 1.25x if adopted   Supremacy tradition tree.
Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies.
  Epigenetic Triggers   2000 2   Uplift and integrate pre-sentient species
  •   Genome Mapping
  •   Found alien life
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 75
Modifiers
  • 1.5x if   fanatic xenophile.
  • 1.25x if   xenophile.
  • 1.25x if scientist expertise is   biology.
  • 0.75x if   xenophobe.
  • 0.5x if   fanatic xenophobe.
Advanced DNA methylation techniques allow for functionally significant alterations to be made to arbitrary genomes.
  Subdermal Stimulation   2000 2   Living Standard – Chemical Bliss
  •   Genome Mapping
  •    Gestalt Consciousness
Base: 37.5
Modifiers
  • 1.25x if not a degree of   egalitarian.
  • 1.25x if scientist expertise is   biology.
Deep-tissue implants are the latest innovation in the revolutionary overlapping of sensory engineering and entertainment experiences. "Where we're going, we won't need skin to feel!"
  Vitality Boosters   2000 2   +10 Leader lifespan
  •   Genome Mapping
  •   If   Machine Intelligence requires   Driven Assimilator
Base: 112.5
Modifiers
  • 1.25x if   hive mind.
  • 1.25x if scientist expertise is   biology.
  • 1.25x if adopted   Supremacy tradition tree.
Where the body fails, science intervenes.
  Amoeba Breeding Program   2500 2   Amoeba Flagella   Debris analysis outcome (Space amoeba) By breeding Space Amoebas in captivity, we can program their symbiotic flagella to act as organic strike craft for our navy.
  Cyto-Revitalization   2500 2   Cyto-Revitalization Center
  •   Colonial Centralization
  •   Genetic Healthcare
  •    Machine Intelligence
Base: 140
Modifiers
  • 1.25x if scientist expertise is   biology.
  • 1.25x if adopted   Harmony tradition tree.
As our empire grows, so does our understanding of our own biology. Advanced medical treatments on a cellular level have allowed for significant advancements in population health.
  Gene Banks   2500 2
  •   Clone Army
  •   Clone Vats
  •   Cloning
  •   If   Machine Intelligence requires   Driven Assimilator
Base: 35
Modifiers
  • 1.5x if scientist level is >4.
  • 1.25x if   hive mind.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <2.
  • 0.2x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
Gene Banks filter and curate available genomes for deployment in clones.
  Gene Crops   2500 2   Hydroponics Farm III
  •   Colonial Centralization
  •   Eco Simulation
  •    Machine Intelligence
Base: 70
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels.
  Xenobiology   2500 2   Biolab II
  •   Biodiversity Studies
  •   Colonial Centralization
Base: 70
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   biology.
Studying the life that arises on other worlds and beyond allows us to understand fundamental aspects of biology that were previously beyond our reach.
  Gargantuan Evolution   4000 1   +5% Energy credits   Event chain outcome (Gargantuan Evolution) Voidspawn eggs have evolved to withstand the harsh conditions of space by absorbing and conserving energy from their nearest star.
  Gene Tailoring   4000 3
  •   +1 Gene modification points
  •   Enable genetic modification
  •   Pops can adapt to environments
  •   Genome Mapping
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 97.5
Modifiers
  • 1.25x if   hive mind.
  • 1.25x if scientist expertise is   biology.
Making gene-editing tools widely available is sure to have a positive impact on our development as a species.
  Engos Vapor Refining   5000 3     Engos Vapor
  •   Genome Mapping
  •   Either:
  •   Country flag engos_found is set
  •   Resource exists within borders
  •   Established contact with an empire owning the tech
Base: 120
Modifiers
  • 2x if scientist expertise is   materials.
A naturally occurring stimulant that helps all forms of life adapt and evolve. It can also be used as a very potent conductor for energy weapons.
  Regenerative Hull Tissue   5000 3   Regenerative Hull Tissue   Debris analysis outcome (Crystalline entities or Space amoeba) A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials.
  Selected Lineages   5000 3   Leader Enhancement – Selected Lineages
  •   Vitality Boosters
  •    Machine Intelligence
Base: 30
Modifiers
  • 1.5x if scientist trait is   spark of genius.
  • 1.25x if   fanatic authoritarian.
  • 1.1x if   authoritarian.
  • 0.5x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
  • 0.1x if a degree of   egalitarian.
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
  Glandular Acclimation   6000 3   Habitability trait modification
  •   Gene Tailoring
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 75
Modifiers
  • 1.25x if   hive mind.
  • 1.25x if scientist expertise is   biology.
Through glandular biological tailoring we can change the environmental tolerance of a species to suit our needs.
  Targeted Gene Expressions   6000 3   +1 Gene modification points
  •   Gene Tailoring
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 50
Modifiers
  • 1.5x if scientist trait is   spark of genius.
  • 1.25x if   hive mind.
  • 0.5x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
Stricter control of RNA and protein production on the cellular level.
  Gene Seed Purification   8000 4   Gene Warrior Army
  •   Gene Tailoring
  •   Engineered Evolution
  •    Machine Intelligence
Base: 45
Modifiers
  • 1.5x if scientist level is >4.
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if   hive mind.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <4.
  • 0.1x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.
  Morphogenetic Field Mastery   8000 4   Xenomorph Army
  •   Epigenetic Triggers
  •    Machine Intelligence
Base: 22.5
Modifiers
  • 1.5x if scientist level is >4.
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if   hive mind.
  • 1.25x if scientist trait is   maniacal.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <3.
  • 0.2x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
From its cradle as a purely pharmaceutical venture, advancements in our understanding of the morphogenetic field allow for direct, subconscious interfaces with organic units.
  Biomechanics   10000 4   Mega-Warform
  •   Adaptive Combat Algorithms
  •   Machine Intelligence
Base: 40
Modifiers
  • 1.5x if scientist level is >4.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <4.
  • 0.1x if scientist has none of:
    • Expertise is   statecraft.
    • Trait is   curator.
Millions of years of organic evolution will sometimes, through sheer persistence, produce elegant solutions that can also be applied to machine designs.
  Nano-Vitality Crops   10000 4
  •   Hydroponics Farm IV
  •   Hydroponics Farm V
  •   Galactic Administration
  •   Gene Crops
  •    Machine Intelligence
Base: 40
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
Infusing crop strands with small amounts of nano-machines help create a type of produce that is ultra resilient, and the chemical composition of which can be tailored and altered during its entire lifetime.
  Neural Tissue Engineering   10000 4
  •   +25% Leader experience gain
  •   +1 Leader level cap
  Event chain outcome (Marvels of Medicine) When tailored to a species' genome, this form of tissue engineering has intensive neuroregenerative properties, significantly increasing the development of neurons, axons, and synapses in its recipient.
  Secrets of Life   10000 4
  •   Biolab III
  •   Biolab IV
  •   Galactic Administration
  •   Xenobiology
Base: 40
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   biology.
Having the opportunity to study the multitudes of life lets us find some common ground for all living beings. The foundational building blocks of life.
  Capacity Boosters   12000 4   Leader Enhancement – Capacity Boosters
  •   Selected Lineages
  •    Machine Intelligence
Base: 17.5
Modifiers
  • 1.5x if scientist trait is   spark of genius.
  • 1.25x if   fanatic authoritarian.
  • 1.1x if   authoritarian.
  • 0.2x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
  • 0.1x if a degree of   egalitarian.
We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.
  Nutrient Replication   12000 4   +15% Food
  •   Nano-Vitality Crops
  •    Machine Intelligence
Base: 35
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 0.5x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
The process of synthetically replicating crops requires a lot of collected waste to create a small amount of produce, but nevertheless provides a significant boost to agricultural output.
  Organic Probability Theory   12000 4   Probability Engine
  •   Galactic Administration
  •   Machine Intelligence
Base: 17.5
Modifiers
  • 1.25x if scientist expertise is   biology.
  • 0.25x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
Through sufficiently advanced mathematical simulations, it may be possible to predict the fluctuating economies of organic society in some limited fashion. This would let us manipulate their stock markets to our advantage.
  Genetic Resequencing   15000 5
  •   Advanced Genetic Modification
  •   Advanced Traits
  Evolutionary Mastery No longer will we be limited by the basic biological structure of a species when striving to improve them. DNA is just another material to be shaped as the sculptor wills it.
  Cell Revitalization   20000 5   +5 Leader lifespan   Vitality Boosters Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans.
  Scourge Missiles   20000 5   Scourge Missile   Debris analysis outcome (Prethoryn scourge) By analyzing the biological weaponry employed by the Swarm we can create self-propelled projectiles weapons spreading the very same horrific destruction.
  Swarm Spawning Pools   20000 5   Swarm Strikers   Debris analysis outcome (Prethoryn scourge) Collecting specimens from defeated Prethoryn enables us to clone and genetically program a war-brood of our own.
  Transgenic Crops   20000 5   +5% Food   Gene Crops Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Transgenic crops offer the nutritional elements of several standard food crops in one convenient package.
  Planetary Defenses     Stronghold There may come a time when intellects, vast and cool and unsympathetic, regard our worlds with envy and draw plans against us. We must be ready.
  Ground Defense Planning   750 1   +33% Defense army damage   Planetary Defenses Base: 190
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
There are many alien empires who would gladly seize our worlds for themselves. We must be prepared for them, should the worst come to pass.
  Doctrine: Space Combat   1500 2   +20 Fleet command limit Base: 255
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Global Defense Grid   1500 2
  •   +25% Defense army health
  •   Fortress
  Ground Defense Planning Base: 170
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
The strategic value of a good defense remains as relevant today as it was to our predecessors in the far distant past. Technology does not render fortifications obsolete - it merely changes their requirements.
  Centralized Command   2000 2
  • +2 Max occupation garrisons
  •   Military Academy
Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Creating dedicated headquarters for all levels of military operations shapes an efficient fleet, and lays a better foundation for future military training.
  Doctrine: Fleet Support   2000 2   +30 Naval capacity Base: 225
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
As extrasolar expeditions become more common, it is important to provide planetside relief for returning fleets.
  Interstellar Fleet Traditions   2000 2
  •   Fleet Academy
  •   Naval Logistics Office
  Doctrine: Reactive Formations Base: 225
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
A body of knowledge regarding combat behaviors is useless without a strong code governing its use.
  Doctrine: Reactive Formations   2500 2   +20 Fleet command limit   Doctrine: Space Combat Base: 210
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Interstellar Campaigns   2500 2
  •   –10% Claim influence cost
  • –10% War exhaustion gain
  •   Stellar Expansion
  •   Established communications with an alien empire.
  •    Determined Exterminator
  •    Devouring Swarm
  •    Fanatic Purifiers
Base: 70
Modifiers
  • 2x if number of alien communications is >2.
  • 2x if number of alien communications is >3.
  • 2x if number of alien communications is >4.
  • 1.25x if scientist expertise is   military theory.
A well-oiled war machine is the key to exerting influence on a galactic scale. Backed by the might of our military, we can lay claim to almost anything we want.
  Combat Training   4000 3
  •   +15% Assault army damage
  •   +15% Assault army morale
  Centralized Command Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Creating dedicated headquarters for all levels of military operations shapes an efficient fleet, and lays a better foundation for future military training.
  Refit Standards   4000 3
  •   –20% Ship upgrade cost
  •   –5% Ship upkeep cost
  Interstellar Fleet Traditions Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Standardizing workflows for upgrading and retrofitting ship components can lead to massive efficiency gains.
  Doctrine: Interstellar Warfare   5000 3   +20 Fleet command limit   Doctrine: Reactive Formations Base: 180
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Support Vessels   5000 3   +30 Naval capacity   Doctrine: Fleet Support Base: 600
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
A fleet does not run on zeal alone. To ensure steady access to critical supplies, we should organize our logistics corps into dedicated support vessels.
  Command Matrix   6000 3
  •   +5% Ship fire rate
  •   Command Center
  Refit Standards Base: 150
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Restructuring the chain of command and deciding what interdependencies are set between officers, make fleets more responsive and effective.
  Doctrine: Fluid Fleet Templates   8000 4   +20 Fleet command limit   Doctrine: Interstellar Warfare Base: 135
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Interstellar Logistics   8000 4   +30 Naval capacity   Doctrine: Support Vessels Base: 135
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Amateurs talk about tactics. Professionals study logistics. By ensuring our fleets are regularly and efficiently supplied, we can increase the number of vessels we can effectively support.
  Galactic Campaigns   8000 4
  •   –10% Claim influence cost
  • –10% War exhaustion gain
  •   Interstellar Campaigns
  •   Established communications with an alien empire.
  •    Determined Exterminator
  •    Devouring Swarm
  •    Fanatic Purifiers
Base: 45
Modifiers
  • 2x if number of alien communications is >2.
  • 2x if number of alien communications is >3.
  • 2x if number of alien communications is >4.
  • 1.25x if scientist expertise is   military theory.
Further improvements to administration grant an extended power projection across the stars, and the military clout needed to enforce our demands.
  Doctrine: Armada Battle Formation   12000 4   +20 Fleet command limit   Doctrine: Fluid Fleet Templates Base: 105
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Fleet Liasions   12000 4   +30 Naval capacity   Doctrine: Interstellar Logistics Base: 105
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
By maintaining a professional corps of fleet liasions, we can improve communications and the flow of orders throughout the chain of command.
  Admiralty Support Staff   20000 5   +10 Fleet command limit   Doctrine: Armada Battle Formation Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Improving the support staff available to our admirals will increase the number of ships they can command in a single fleet.
  Aggressive Conditioning   20000 5   +10% Army damage   Combat Training Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Iterating on the standard conditioning regimen for ground troops has proven to make them more effective in direct combat.
  Fleet Management Procedures   20000 5   +20 Naval capacity   Doctrine: Fleet Liasions Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Improved fleet management procedures will free up the resources needed to maintain a bigger fleet.
  Nerve Dampeners   20000 5   +10% Army health   Combat Training Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Careful tuning of pain receptors allow soldiers to fight through what would previously have been debilitating injuries.
  New Worlds Protocol     Colony Ship   Space Exploration Calculating required resources and gear required to establish a planetary colony allows us to herd brave pioneers into grand "ark ships", confident that they will survive the long voyage across the stars to a new home.
  Climate Control Network   750 1   Massive Glacier
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Orbital systems of mirrors and shades can effect dramatic changes in planetary climates, when managed properly.
  Ocean Ecology Management   750 1   Toxic Kelp
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Given enough processing power, networked sensors and distributed stations, even the ocean currents can be managed to a fine level of control.
  Selective Defoliants   750 1   Dense Jungle
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Thorough cataloging, gene sequencing, and computer modeling of exobotanical ecosystems, coupled with gene editing and dispersal mechanisms, will allow us to reshape alien plant communities to our liking.
  Soil Remediation   750 1   Quicksand Basin
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
The process of soil deposition normally takes millions of years. With advanced fracking, chemical engineering, and hydraulic management technologies even the poorest substrate can be turned into fertile topsoil.
  Subterranean Colonization   750 1   Deep Sinkhole
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Many planets exhibit extensive subsurface voids. Subterranean exploration, exploitation, and construction techniques can greatly increase the habitable area of some worlds.
  Xeno-Hydraulic Mastery   750 1   Noxious Swamp
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Sapient races have been reclaiming swampland for thousands of years. A coordinated system of modular aquaducts, pump stations, chemical remediation crawlers and automated soil compactors can reclaim land at unprecedented speeds.
  Atmospheric Filtering   1000 2   +5% Habitability
  •   New Worlds Protocol
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 90
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 0.7x if has either civic:
    •   Driven Assimilator.
    •   Rogue Servitor.
By adjusting atmospheric filtering on a per-site basis to better filter out undesirable elements, colonial living conditions may be improved.
  Colonial Bureaucracy   1500 2 +20 Administrative Capacity
  •   Adaptive Bureaucracy
  •   Owns at least 2 planets
Base: 85
Modifiers
  • 1.5x if number of owned planets is >2.
  • 1.5x if number of owned planets is >3.
  • 1.5x if number of owned planets is >4.
  • 1.25x if scientist expertise is   new worlds.
Local administrative developments allow for closer supervision of colonial affairs without excessively burdening central decision-making.
  Colonial Centralization   2000 2
  •   Planetary Capital
  •   Production Targets
  Planetary Unification Base: 300
Modifiers
  • 1.25x if scientist expertise is   new worlds.
Robust frameworks for local governance created on a per-case basis, to meet each colony's needs.
  Dangerous Wildlife Removal   2000 2   Dangerous Wildlife
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 150
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Tactical disruption of natural habitats combined with converging search-and-destroy patterns can effectively eliminate hostile wildlife in a very short span of time.
  Deep Crust Engineering   2000 2   Active Volcano
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 150
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
Advances in material technology and deep-shaft mining techniques allow geo-engineering at previously unthinkable depths and temperatures. Magma hotspots can now be exploited, suppressed, or even relocated.
  Planetary Resurfacing   2000 2   Mountain Range
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 150
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
  • 0.5x if researching another tile blocker tech.
With the advent of clean fusion, automation, and matter compression technologies, it was only a matter of time before mountain top removal became mountain range removal.
  Stellar Expansion   2000 2   +2 Starbase capacity   Established communications with an alien empire. Base: 75
Modifiers
  • 2x if number of alien communications is >2.
  • 2x if number of alien communications is >3.
  • 2x if number of alien communications is >4.
  • 1.25x if scientist expertise is   new worlds.
Our future lies in the sea of stars.
  Hostile Environment Adaptation   2500 2   +5% Habitability
  •   Atmospheric Filtering
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 70
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 0.7x if has either civic:
    •   Driven Assimilator.
    •   Rogue Servitor.
Further study into the hazardous environments found on other planets help alleviate the difficulties that colonizers encounter in their day-to-day lives on foreign worlds.
  Terrestrial Sculpting   2500 2
  •   +5000 Energy storage capacity
  •     Terraforming Gases
  •     Terraforming Liquids
  •   Terraform uninhabited planets
  New Worlds Protocol Base: 105
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
There is no simple solution to the problem of macro-scale reshaping of planetary crusts - only bigger trowels and orbitally-deployed drills.
  Galactic Bureaucracy   4000 3 +20 Administrative Capacity
  •   Colonial Bureaucracy
  •   Owns at least 2 planets
Base: 65
Modifiers
  • 1.5x if number of owned planets is >2.
  • 1.5x if number of owned planets is >3.
  • 1.5x if number of owned planets is >4.
  • 1.25x if scientist expertise is   new worlds.
Multiple administrative strata efficiently surface only the most vital information to the upper levels of government.
  Tomb World Adaptation   4000 3   +20% Tomb world habitability
  •   Atmospheric Filtering
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 32.5
Modifiers
  • 2x if owns any   tomb world planet.
  • 0.2x if scientist has none of:
    • Expertise is   new worlds.
    • Trait is   curator.
Through comprehensive study of irradiated environments we will allow our settlers to colonize worlds that have been devastated by nuclear warfare.
  Ecological Adaptation   5000 3
  •   +5000 Energy storage capacity

  Terraform inhabited planets

  Terrestrial Sculpting Base: 60
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
By adapting planetary ecosystems to large-scale environmental changes we can turn terraformation into a less disruptive process.
  Foreign Soil Enrichment   6000 3   +5% Habitability
  •   Hostile Environment Adaptation
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 50
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 0.7x if has either civic:
    •   Driven Assimilator.
    •   Rogue Servitor.
Extensive study into different soil types and their ability to support crops will help improve the living conditions of our settlers on foreign worlds.
  Climate Restoration   8000 4
  •   +5000 Energy storage capacity
  •   Terraform tomb planets
  Terrestrial Sculpting Base: 45
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 1.25x if adopted   Expansion tradition tree.
By advancing our understanding of atmospheric transformation, we will be able to terraform even the most ecologically devastated worlds.
  Manifest Destiny   10000 4   +2 Starbase capacity
  •   Stellar Expansion
  •   Established communications with an alien empire.
Base: 40
Modifiers
  • 2x if number of alien communications is >2.
  • 2x if number of alien communications is >3.
  • 2x if number of alien communications is >4.
  • 1.25x if scientist expertise is   new worlds.
We must have to courage to seize our fate and make true what was always meant to be.
  Eco-Integration Studies   12000 4   +5% Habitability
  •   Foreign Soil Enrichment
  •   If   Machine Intelligence then requires either:
  •   Driven Assimilator
  •   Rogue Servitor
Base: 35
Modifiers
  • 1.25x if scientist expertise is   new worlds.
  • 0.7x if has either civic:
    •   Driven Assimilator.
    •   Rogue Servitor.
Additional study into different planetary climates will allow us to settle our population on worlds previously thought too hostile to support them.
  Administrative Efficiency   20000 5 +15 Administrative Capacity   Galactic Bureaucracy Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Restructuring the managerial web linking core worlds to the capital can help alleviate the administrative stressors and information chokepoints that frequently arise within a budding empire.
  Communication Protocols   20000 5 +1 Sector limit   Adaptive Bureaucracy Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Improved FTL communication channels allow for more coherent administrative direction.
  Interstellar Expansion   20000 5   +1 Starbase capacity   Stellar Expansion Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
The immense logistical support networks needed to maintain an upgraded Starbase can be further improved, allowing us to support more of these stations.
  Psionic Theory   4000 3   +5% Unity
  •   If a degree of   Materialist then requires either:
  • scientist expertise   Psionics

or

  •    Gestalt Consciousness
Base: 32.5
Modifiers
  • 2x if scientist trait is   maniacal.
  • 2x if   fanatic spiritualist.
  • 8x if scientist expertise is   psionics.
  • 2x if any owned pop is   Psionic.
  • 1.25x if any owned pop is   Latent Psionic and not   Psionic.
  • 0.5x If not a degree of   spiritualist.
The mind is in many ways a reflection of the universe itself, a microcosmos. All species may not reach this insight, but their minds are tools greater than any other.
  Zro Distillation   5000 3     Zro
  •   Psionic Theory
  •   Subspace Sensors
Base: 60
Modifiers
  • 10x if scientist expertise is   psionics.
  • 0.1x if scientist has none of:
    • Expertise is   materials.
    • Expertise is   psionics.
    • Trait is   curator.
An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psonically-gifted individuals, Zro acts as a very potent (and addictive) drug that enhances Psi abilities.
  Telepathy   6000 3   Psionic Army
  •   Psionic Theory
  •   Mind over Matter
  •    Gestalt Consciousness
Base: 25
Modifiers
  • 4x if scientist trait is   maniacal.
  • 3x if   fanatic spiritualist.
  • 2x if   spiritualist.
  • 2x if scientist expertise is   psionics and level is >4.
  • 1.5x if scientist expertise is   psionics and level is >3.
  • 1.1x if scientist expertise is   psionics and level is >2.
  • 0.5x if scientist expertise is not   psionics.
Once fully adapted to the basics of Psionics, the mind is capable of connecting to other individuals, becoming something greater.
  Precognition Interface   10000 4   Precognitive Interface
  •   Mind Over Matter
  •   Transcendence
  •   Event chain outcome (The Shroud)
Advances in the field of Psionics suggest the possibility of creating combat computers capable of reading and analysing the impulses of telepathic operatives before they are cognitively processed.
  Psi Jump Drives   17500 5 *   Psi Jump Drive
  •   Mind Over Matter
  •   Transcendence
  •   Event chain outcome (The Shroud)
The Psi Jump Drive harnesses the psi energies emitted by the crew to force the vessel through the very fabric of reality, instantly "jumping" vast distances.
  Divine Stimulus   20000 5   Colossus: Divine Enforcer
  •   Colossi
  •   Has completed the Colossus Project
  •   Is a degree of   Spiritualist
  •   Either:
  •   Mind over Matter
  •   Telepathy
Base: 10
Modifiers
  • 0.2x if scientist has none of:
    • Expertise is   psionics.
    • Trait is   curator.
    • Trait is   maniacal.
An arcane catalyst amplifying certain psionic wavelengths, capable of inducing hallucinations (religious experiences) in biological brains, and severe disruption (brain death) in electronic ones.
  Psionic Shields   20000 5   Psionic Shields
  •   Mind Over Matter
  •   Transcendence
  •   Event chain outcome (The Shroud)
These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.
  Planetary Government     Planetary Administration Once a colony has been firmly established and pioneers turn into citizens, the need for a strong local government providing stability trumps the colonial need for flexibility.
  Sociocultural History  
  •   Autochthon Monument
  •   Temple
An understanding of a shared past is necessary in order to make any significant strides into the future.
  Planetary Unification   500 1
  •   +2 Unity
  •   Enable campaign type edicts
  Planetary Government Base: 400
Modifiers
  • 0.75x if not a degree of   pacifist.
Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.
  Adaptive Bureaucracy   750 1
  •   +1 Empire leader capacity
  •   +1 Leader pool size
  Planetary Unification Base: 95
Modifiers
  • 1.5x if number of owned planets is >2.
  • 1.5x if number of owned planets is >3.
  • 1.5x if number of owned planets is >4.
  • 1.25x if scientist expertise is   statecraft.
  • 0.5x if number of owned planets is <2.
The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.
  Heritage Sites   750 1   Heritage Site
  •   Sociocultural History
  •   Is a degree of   Spiritualist
Base: 95
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Physical reminders of how far we have come both instill a reverence for past achievements and bolster ambitions for the future.
  Holographic Rituals   750 1   Holotemple
  •   Sociocultural History
  •   Is a degree of   Spiritualist
Base: 95
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Seeing is believing, and belief begets reality.
  Modular Components   750 1   Spare Parts Depot
  •   New Worlds Protocol
  •   Machine Intelligence
Base: 170
Modifiers
  • 1.25x if scientist expertise is   statecraft.
The use of modular parts when assembling new machine units will both streamline the process and make future repairs easier.
  Neural Implants   1000 1
  •   Slave Army
  •   Slave Processing Facility
  •    Gestalt Consciousness
  •    Slavery – Prohibited
Base: 90
Modifiers
  • 2x if number of enslaved pops is >0.
  • 2x if number of enslaved pops is >19.
  • 2x if number of enslaved pops is >29.
  • 1.5x if number of enslaved pops is >9.
  • 1.25x if scientist expertise is   statecraft.
Cognition is little but the processing of sensory input. It can be altered. Free will is nothing more than a sensory illusion.
  Space Trading   1000 1   Offworld Trading Company   New Worlds Protocol Base: 180
Modifiers
  • 1.25x if scientist expertise is   statecraft.
  • 1.25x if adopted   Prosperity tradition tree.
Trade across interstellar distances presents a new set of challenges to overcome. It is critical to achieve the transfer of goods from one system to another in a timely and above all cost efficient manner.
  Artificial Moral Codes   2500 2
  • –15% Crime
  • +5% Amenities
   Gestalt Consciousness Base: 105
Modifiers
  • 1.25x if scientist expertise is   statecraft.
It is circumstance that dictates what is moral. Define the circumstances, and ethics is like clay in your hands.
  Autonomous Agents   2500 2   +1 Influence
  •   Colonial Centralization
  •   Gestalt Consciousness
Base: 70
Modifiers
  • 1.5x if number of owned planets is >5.
  • 1.5x if number of owned planets is >6.
  • 1.5x if number of owned planets is >7.
  • 1.5x if a degree of   authoritarian.
  • 1.25x if scientist expertise is   statecraft.
  • 0.5x if number of owned planets is <5.
Semi-independent units have proved critical to the success of the greater whole.
  Consecration Fields   2500 2   Sacred Nexus
  •   Colonial Centralization
  •   Holographic Rituals
  •   Is a degree of   Spiritualist
Base: 70
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Through our understanding of physics and field manipulation, our holy places shall we seen and felt by all.
  Intelligent Factories   2500 2   Unit Assembly Plant
  •   Colonial Centralization
  •   Modular Components
  •   Machine Intelligence
Base: 140
Modifiers
  • 1.25x if scientist expertise is   statecraft.
These factories are essentially self-aware entities that continually optimize themselves with only minimal input from the central Machine Intelligence.
  Local Hypercommunication   2500 2   Hypercomms Forum
  •   Colonial Centralization
  •   Heritage Sites
  •   Is a degree of   Spiritualist
Base: 70
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Not all research into faster-than-light communication channels produces useful results, but some outcomes may find new purpose in bringing our people together.
  The Living State   2500 2
  •   +1 Max influence from factions
  •   Deep Space Black Site
  •   Colonial Centralization
  •    Gestalt Consciousness
Base: 70
Modifiers
  • 1.5x if number of owned planets is >5.
  • 1.5x if number of owned planets is >6.
  • 1.5x if number of owned planets is >7.
  • 1.25x if a degree of   authoritarian.
  • 1.25x if scientist expertise is   statecraft.
  • 0.5x if number of owned planets is <5.
The Empire lives, the Empire breathes. We may make up its body, but it is not for the left hand to know what the right hand is doing.
  Doctrine: Strange Loop   4000 3   Loop Institute   Event chain outcome (Horizon Signal) A set of social protocols based on paradoxical intuition, and on love. When we know the System of the Loop, we learn that we can influence by receiving instructions, as well as giving them.
  Resource Processing Algorithms   4000 3 +10% Robot resource production
  •   Machine Intelligence
  •    Driven Assimilator
Base: 65
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Efficiency in all things.
  Collective Production Methods   6000 3 +10% Pop resource production
  •   Either:
  •   Driven Assimilator
  •   Hive Mind
Base: 65
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Together, we build the future.
  Embodied Dynamism   6000 3
  •   +2 Empire leader capacity
  •   –20% Leader recruitment cost
  •   Autonomous Agents
  •   Gestalt Consciousness
Base: 50
Modifiers
  • 1.5x if number of owned planets is >8.
  • 1.5x if number of owned planets is >9.
  • 1.5x if number of owned planets is >10.
  • 1.25x if scientist expertise is   statecraft.
  • 0.5x if number of owned planets is <7.
Initiative and some measure of ambition must be promoted in our autonomous leader units, while still making certain that they do not stray too far from the directives of the core intelligence.
  Synthetic Thought Patterns   6000 3
  • +5% Job resource production
  •   Artificial Moral Codes
  •    Gestalt Consciousness
Base: 75
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Thinking outside the box merely places you into another, somewhat larger box.
  The Collective Self   6000 3
  •   +2 Empire leader capacity
  •   –20% Leader recruitment cost
  •   Colonial Centralization
  •    Gestalt Consciousness
Base: 50
Modifiers
  • 1.5x if number of owned planets is >8.
  • 1.5x if number of owned planets is >9.
  • 1.5x if number of owned planets is >10.
  • 1.5x if a degree of   authoritarian.
  • 1.25x if scientist expertise is   statecraft.
  • 0.5x if number of owned planets is <7.
Finding aspects of the self within the group is natural and inevitable; eventually those shared aspects must be valued higher than individual identities.
  Galactic Administration   8000 4
  • +1 Civic slots
  •   Empire Capital-Complex
  Colonial Centralization Base: 180
Modifiers
  • 1.25x if scientist expertise is   statecraft.
The administrative needs of a star empire are as numerous as they are complex. We will rise to the occasion.
  Agrarian Utopias   8000 4 +1 Agriculture District Housing   Agrarian Idyll Base: 180
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Through the establishment of weather-controlled rural communes, we can support a larger population without disrupting our agrarian way of life.
  Galactic Benevolence   8000 4   Ministry of Benevolence
  •   Colonial Centralization
  •    Gestalt Consciousness
Base: 22.5
Modifiers
  • 1.25x if scientist expertise is   statecraft.
  • 0.25x if scientist has none of:
    • Expertise is   statecraft.
    • Trait is   curator.
Our people are united and strong, and their rulers benevolent. Sometimes the populace needs to be reminded of this fact.
  Galactic Markets   8000 4   Galactic Stock Exchange
  •   Colonial Centralization
  •   Number of alien communications is >1
  •    Machine Intelligence
Base: 22.5
Modifiers
  • 1.25x if scientist expertise is   statecraft.
  • 0.25x if scientist has none of:
    • Expertise is   statecraft.
    • Trait is   curator.
By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.
  Automated Curation Algorithms   10000 4   Auto-Curating Vault
  •   Administrative AI
  •   Galactic Administration
  •   Local Hypercommunication
  •   Is a degree of   Spiritualist
Base: 40
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Continuous, asynchronous analysis of disparate data sets allows for the accurate modeling of hitherto-unpredictable fluctuations in social currents.
  Metacognitive Faith   10000 4   Citadel of Faith
  •   Consecration Fields
  •   Galactic Administration
  •   Is a degree of   Spiritualist
Base: 40
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Leaving our planetary cradle has opened us up to a new understanding of faith, and its place in a wider context.
  Ascension Theory   17500 5
  •   +1 Ascension perks
  •   Enable ambition type edicts
Base: 12.5
Modifiers
  • 0.2x if none of:
    • Has modifier Curator Insight
    • scientist expertise is   statecraft.
    • scientist trait is   curator.
Our history is a repeating cycle of dramatic technological, political, and cultural leaps; these leaps are often preceded by periods of upheaval and followed by times of relative stability. By identifying the core, recurring premises of these leaps, we may be able to effectively short-circuit the cycle for our own benefit.
  Proclamation Broadcasts   20000 5   +10% Edict duration   Artificial Moral Codes Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
More aggressive information campaigns improve the populace's receptiveness to Edicts.
  Sapient Resource Management   20000 5   +1 Empire leader capacity   Adaptive Bureaucracy Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
The concept of managing individuals as resources within larger systems of production must, by necessity, become more flexible as the potential natures of the managed individuals grow ever more numerous.

ReferencesEdit